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    Friday, December 13, 2019

    Factorio wanted an easy way to tell at a glance what color science pack was bottle-necking. is this overkill?

    Factorio wanted an easy way to tell at a glance what color science pack was bottle-necking. is this overkill?


    wanted an easy way to tell at a glance what color science pack was bottle-necking. is this overkill?

    Posted: 12 Dec 2019 11:31 PM PST

    Factorio teaches the basics of real nuclear power

    Posted: 13 Dec 2019 06:43 AM PST

    I took an environmental science class this semester at college. Pretty easy stuff, mostly review from highschool.

    On the final, there were several questions relating to the basics of nuclear power. Thanks to Factorio, it's easy to understand that U-238 is refined into U-235 which is then used to heat water to create steam and electric power.

    Thanks devs, very cool.

    submitted by /u/Olive_Oil00
    [link] [comments]

    I Think Minimal Resource Challenge Is Doable

    Posted: 12 Dec 2019 08:20 PM PST

    Dress your factory up in holiday colors, and more! Mod: Custom Map Colors

    Posted: 13 Dec 2019 02:04 AM PST

    Currently doing a 100x science run. Maybe it was a little too much...

    Posted: 13 Dec 2019 05:32 AM PST

    Thank you

    Posted: 12 Dec 2019 11:31 AM PST

    I'd like to thank this entire community.

    Constant help, tips and tricks, ideas, blueprints, it goes on.

    Never have I been a part of such a helpful, non-toxic community for a game.

    I picked up GR breakpoint and the new COD in the last few months and have been so underwhelmed by my purchases. Dip back into Factorio, and all of a sudden I have ideas, plans, and video games are fun again.

    I'd gladly pay for this game again and again, the attention to detail and the constant updates, the way the devs communicate and implement changes is at the top of the video game industry in my opinion.

    Keep being awesome /r/Factorio and /u/factorioteam

    The factory grows.

    submitted by /u/lFrylock
    [link] [comments]

    Daisy chain Kovarex enchichment

    Posted: 12 Dec 2019 09:16 PM PST

    "look upon my work, ye mighty, and despair! For none is more trashy than this..."

    Posted: 13 Dec 2019 04:52 AM PST

    Carry On...

    Posted: 13 Dec 2019 01:26 AM PST

    Don't mind me. I'm just mining stones for a ton of smelters. If you can point me to the nearest coal rock, that's fine too.
    * mumble * The factory must grow. * mumble *

    submitted by /u/googles59
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    90/s Green Circuits

    Posted: 13 Dec 2019 02:14 AM PST

    PY megabase

    Posted: 12 Dec 2019 03:23 PM PST

    About a year ago I decided to make a large Pyanodon base, since my last failed attempt was 10 SPS and now I tried to make it 5 SPS aka 300 SPM.

    A few hundred hours later (close to 1000h), in-game, if not more (including the testing and design maps), and I find myself with a completed base!

    Main mods used:

    - all py mods;

    - electric boilers;
    - LTN;
    - TSM;
    - fast trans;
    - fast discharge accumulators;
    - Bob's adjustable inserters;
    - ultimate belts

    -a lot of QoL mods and some designing mods like Factory planner and Helmod
    and a few others; full list will be the in save/mods download link.

    NOTE: some of the mods are older versions , most of them , so if you plan to load my base i recommend useing my mod folder!

    My train network is running 1-4 trains with a few 1-2 and 1-3 for special purposes. The reason for that is because either the throughput was super low or there was simply not enough space after a redesign. I use LTN for the same reason although if I had planned better I wouldn't need to use it.

    The rail network is a 4-lane RHD system, I used a modified version of Xterminator's book.
    Why 4 lane and not 2? The answer is simple: I need to move a lot of stuff around, for fluids that is about 6M/s (3M/s are just the tailings), and certain solids are used in huge amounts too so 4 lane was necessary for my core network; on the outskirts 2 lane would have been enough but I decided to use only one rail topology since it is more aesthetic .
    In total I think I have a few hundred trains all using Mk3 locomotives as well as cars, with a few exceptions (less then 5 if i remember well).
    For the overall design philosophy I tried to use belts as much as I could but when the throughput of a item was very low and space was little I resorted to bots. As for stuff I make on site, it is usually the stuff that has just a few uses (usually intermediates), or stuff that is super easy to make like O2 and H2 form water. After a while I started making coal and coke on site too via the water>shroom>coal>coke HPF process, although that ended up with some huge builds but it saved a lot of train traffic. A similar thing happened to my NaOH that I started centralized but ended up made on site in many places.

    The only problem now is the TSM request that bugs out sometimes; other than that, everything is optimized and bottleneck free.

    Regarding mining: I was ambitious and decided to use only the ore made in the base. I don't mine the ore but I get it via ground borers or from tailing dust. The exceptions from the rule are: regolite, P rock and Uranium. These 3 either can't be obtained in other ways or the alternatives are too expensive to the point it is not practical at all. So in practice besides these 3 resources my base can run indefinitely. Still, regolite is not mandatory but it is the best way to get Helium at the moment. Infinite stone was also a option but it would have been impractically large.

    For power I use all sorts of waste products across the base as main power source. For example generating O2 also provides H2 waste that I use in powerhouses for power; from the Rare Earth chain ; get a little over 6/s uranium ore that I use for vanilla nuclear power, and so on. BUT for the secondary source i use my infinite power plants, all 25GW each fully tilable self-starting and self-sufficient setups.

    For defenses I use a standard double wall with 2 rows of lasers behind and a repair network, with a few station where the arty train comes from time to time.

    Overall the running power usage is 60-75GW with spikes from time to time , with most of the power coming from my waste.

    <map and mod folder>

    https://imgur.com/a/awvwc6z

    submitted by /u/immortal_sniper1
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    Early game robots are a glorious nightmare

    Posted: 13 Dec 2019 04:47 AM PST

    How to survive blackouts - or actively manage power shortages

    Posted: 12 Dec 2019 02:44 PM PST

    How to survive blackouts - or actively manage power shortages

    Hey fellow factorians! I have already seen some tutorials here and thought it is time to give you something in return...

    Here I will tell you about how I am using a rolling blackout to keep mission critical components of my base up and running when running low on power.

    Target audience: Semi advanced users with a decently big base. I am making some use of combinators. You should be fine if you haven't used them yet but be prepared to use some of your google skills...

    Note: I am using the word rolling blackout a bit wrong. What I do is rotational load shedding but without the rotational part in it. You will see...

    Introduction

    We all have been there: We just finished expanding our base and suddenly the light goes dark. Depending on your energy source this can be not so critical (solar) or very critical (boiler + steam engine + electric miner) - as your power source will also die without power, ironically. Also your defenses and roboports will soon stop working without power.

    So how to fix that? The long term solution of this is of cause upgrading our power plant but how do I survive until then? My answer: A rolling blackout.

    Basic solution

    The idea is quite simple: As soon as my battery level drops under a certain threshold, I want to shutdown parts of my factory.

    Here you can see one of my early furnace setups (it's build for upgrading it with blue belts later):

    https://preview.redd.it/du64wvcw5a441.png?width=2000&format=png&auto=webp&s=3321e50dca60fef4ee32fb80d334d55dc5b443ef

    I made sure that it only connects to the power grid via one single line which you can see here:

    https://preview.redd.it/c2a54tpx5a441.jpg?width=3840&format=pjpg&auto=webp&s=f16fb4c27e29c661430f12475cecc726a5bca70a

    Setup

    The big electric pole connects to the main grid and powers all components needed for the rolling blackout circuits. The capacitor is connected to the decider combinator via a green logic wire and outputs it's current change as E. The big electric pole carries the desired shutdown value L via the red wire (can also be done via a simple constant combinator but this way you can configure it for all factories with just one constant combinator). The decider combinator is setup to output the YELLOW signal whenever the battery charge is below L. This will disable to power switch right next to it and disconnects the furnace array from the grid.

    The lamp just turns on whenever the YELLOW signal is 1 and the speaker is a convenient way to display a warning message that contains a description of what parts of the factory are currently disabled.

    Note: The train stations are not affected by the rolling blackout. I want that my trains continue to be loaded/unloaded.

    Disadvantages

    https://preview.redd.it/vhzb57ry5a441.jpg?width=3840&format=pjpg&auto=webp&s=0098c63f7ed0457786e006ef07ed93c7a2440e41

    I guess you can already see my main problem with this solution. Oscillation. My factory basically turns into a giant Christmas tree as it turns itself on and off more than 4 times a second. This leads to interesting problems in the rest of the base: Everything gets slower.

    The reason for that is that all machines that reconnect to the grid need power in this very moment while not leaving enough power for the rest of our machines. This way miners that are not part of the rolling blackout suddenly are affected by it's side effects.

    So while this basic method works fine for small factories, it does not for bigger ones.

    Advanced Solution

    The most basic way to avoid oscillation is hysteresis. In simple words: Disconnect from the grid whenever my current charge is below X% and only reconnect whenever my current charge is (X% + threshold). This way I give the grid some time to relax and recharge the batteries before hitting it hard again.

    Setup

    https://preview.redd.it/it4mfp416a441.jpg?width=3840&format=pjpg&auto=webp&s=6b4e12633b302c432e43516e6fce96a131c150de

    Setup is quite simple. I suggest placing the blueprint somewhere in the world to better understand how it works, but here is a basic description of all components:

    • The constant combinator outputs C. The charge at which to disconnect this part of the factory. It connects to an arithmetic combinator (above) and to a decider combinator (directly below the capacitor) via a green wire.
    • The arithmetic combinator takes C and adds a threshold of your choice (10 for example) and outputs C again. It's output connects to the decider combinator in the middle.
    • The upper two decider combinators are both getting C as their input value (one of them gets it with an offset of threshold of cause) and compare them to E which is given to them via the red wire provided by the capacitor.
      • The upper one outputs red = 1 whenever E is smaller than C
      • The other one outputs green = 1 whenever E is bigger than C (remember: The C signal has an offset due to the arithmetic combinator).
    • The lower decider combinator is the most interesting one. It basically is a latch. It takes both outputs of the decider combinators above itself via the red wire. The green wire connects its input with its output (Explanation below). It also connects to the power switch. Setup:

    https://preview.redd.it/uzel7e326a441.jpg?width=3840&format=pjpg&auto=webp&s=c4cad51297fff64c421e7e5de54fbfc973d4a120

    • The power switch is enabled as long as there is a green signal
    • The lamp is enabled as long as there is a green signal
    • The speaker is enabled as soon as there is no green signal anymore.

    So the lower decider combinator is the most interesting one: It Outputs GREEN = 1 as long as RED is smaller than GREEN. Let's go through all possible states with C = 40 and threshold = 10:

    1. E is 100. All is good, we have plenty of power. The latch gets one GREEN signal as input and outputs GREEN. Both GREEN signals add up to two GREEN signals (one on the green and one on the red wire).
    2. E drops below 50. We are loosing power but do not want to shutdown yet (C is 40). The middle decider combinator does not output the GREEN signal anymore. The lower combinator now works as a latch. Its output is still GREEN = 1 as RED is smaller than GREEN (0 is smaller than 1). This way the power switch is still enabled.
    3. E drops further below 40. The upper combinator outputs RED = 1. The lower combinator disables its output as RED (1) is not smaller than GREEN (1) anymore. In the next cycle the GREEN signal is not stored in the latch anymore.
    4. E increases above 40. The upper combinator stops setting RED to 1. The lower combinator now has no inputs at all and will stay in this state.
    5. E increases above 50. The middle combinator sets GREEN to 1 again which will store GREEN = 1 into the latch again.

    Blueprint

    0eNrVV02P2jAQ/Ssrn1o1rJLwHbUrVSuO28Neq1XkBAPWOrblONBolf/esYGQDQkQWG3VC8IfM5558+bZeUMRy4hUlGsUvCEaC56i4PcbSumSY2bmdC4JChDVJEEO4jgxIxzHWZIxrIVChYMon5M/KPAK56zlnMR0TlQvFklEec2B3+hgTZXOYKb0sd3RU2Rese13sl0qQnjFelC8OIhwTTUlWwTsIA95lkREQW6NuTtIihRsBDdngp+edz90UA5//PshuAdAtRIsjMgKrylYwDaRaZnp8OJYZ6jYeuIkNkelxsYzPwaBSqwURgPYSVWcUW2HXvFSFAaZWjr+IR1F9SohmsbVmhwldsgLYplTtQ0FBaPmHA9eQ1ie0zLuBVVph9wfTY1SYnwYR6nGhqme6yAhicLbGNA3sOuKKnhug3VLjhqwI0DSQX7rev8y4PunOqGdTu5FqO9c3gb5rAJ5tzpBJhIrm0mAHq6oSdmVsZA5ZJFxHS6USELKwQ8KFpil5KZmcJqL57/f6B9qfd6rX6myGU8uI8LgOiL0vP+OCd+vYMJO2z+IB16tRP1LeTE6SYT+MWuaKj0sk4voskcYBKxAbaVg5LjQ7r7O8KfJ2ah0tpfDk7zxG0njN5NmQZkmquUBcKbemdHlgVt5C7x0UVe/XhHnmlttXAYnlVgqnCQ4YqSXSoJfSSs6bss9vT+x7KErWqiiaPvLy621xw+7vDvLTMO1aauwL0K4xvBIC2kaSqrj1Y7+BulUqywBDCwo4JcLTez/YaerzXMNnoDOu8Mlw3mE49dwLVhmcoInUDm3ZCLCjOVlMDAQmxA4ncuV4Pv5wiwQdZTXCvbaBRRACmBuZwQPEyz3U+YxugPaRnkW65yYGFB5ZkLSFC/NhmfBGOXLu4hB7CBFd1+eZ79+Ps3Cp9lX1ESkyXXi/InavBPIrupc4eONCv3Rd/WxmLZo8qT1rr5ke11Zpi1SMj1IidhA/dON7b1WvfZan/ufJCMPqFPPT04/YqwkOOgxc+uGkO4GKL6VHKsbx99K7iH+BIShx3Ai29TX++ewOShLCZzDhFEnIz5dgJzWkBtbQgF57XdvUPnAdtAa9M9mMu673nTke/3xqCj+AqQ2WrE= 

    Conclusion And Further Thoughts

    I am pretty happy with the concept of having a rolling blackout in my factory. I can control when to shutdown which parts of the factory by setting C accordingly for all parts of my factory. My current factory is able to provide 4.5GW and consumes 3.8GW under normal load. When staring a large construction project the power needs will raise to 5.5GW as other parts of the factory need to produce stuff again (belts etc) and roboports going crazy. During this limited time frames my factory starts shutting down the processing unit production as well as some of the circuit production and oil processing plants. I can then build new power plants whenever I feel that my factory stays in the shutdown states for too long.

    I hope this little introduction to rolling blackouts was helpful. Feedback and further ideas welcome! Happy base building (debugging)...

    TLDR; Made an SR latch for my power shut offs, but with a variable 'R' value.

    Edit: Add a TLDR (stolen from u/Bendizm)

    submitted by /u/rkost
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    Minimal energy remains counter

    Posted: 12 Dec 2019 02:03 PM PST

    Minimal energy remains counter

    Hello, I want to share one of my first ideas when I understood some things about combinators and circuits. Maybe this already has been posted but I didn't find it, and promise it was entirely made by myself (very proud!).

    https://preview.redd.it/o5bigjzjx9441.jpg?width=603&format=pjpg&auto=webp&s=80450a9b0b39678a909ae2728fdf7f788378153d

    This counter is for know at a glance the minimal energy percentage that remains in your accumulators at the end of the night.

    The idea is: if your base is mostly solar panels/accumulators energy dependent, you need to watch the final levels that remains in your accumulators at the end of the night, because if your percentage levels reach lower levels than, for example, 20, you should build some more accumulators to not reach zero levels in the middle of a near future night. With this display, you will always see the lowest percentage level that your energy reaches, because the display doesn't reset with the arrival of the day, it maintains the lowest level. For example if your last night the minimal percentage energy was 40, it will display 40, if your next night your level downs to 43, it maintains the number 40, and if the next night it reaches 37, it will display 37. Always the lowest.

    To make it work, after building it you only need to put 100 iron plates in the chest within the red circle, and to reset the mechanism you must switch to "on" the constant combinator within the blue circle a few secons to let the plates fill the red circled chest again. Hope this help someone, and hope that you understand what this thing do!! Sorry for my english.

    Blueprint

    submitted by /u/Jheavi
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    A complete overhaul of the oil setup I posted yesterday, after some great suggestions.

    Posted: 12 Dec 2019 09:48 AM PST

    I bought this game twice

    Posted: 12 Dec 2019 08:43 PM PST

    Uninstalled to increase my IRL productivity. Figured I could just install it again when the withdrawals hit so that wasn't gonna work.

    Deleted it from my Steam altogether.

    Spent $20 a week later and got it back lol

    I'd do it again...

    submitted by /u/Bupupi
    [link] [comments]

    What is wrong here

    Posted: 12 Dec 2019 04:02 PM PST

    What is wrong here

    I may need some help... So I have 2000 hours on factorio, and up until now, everything ran smoothly. But since yesterday, every time I try to open it, the PC runs out of RAM (32 Gb) just by loading the game. It is an A&B game, but I feel something's wrong...

    Any help would be highly appreciated, I already updated and reinstalled the Graphic card's drives, and the game. Am clueless. Thank you

    RAM Usage

    submitted by /u/Robxarghteim
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    My Yellow Science Spaghetti Factory - I'm using it to build a megabase.

    Posted: 12 Dec 2019 09:21 PM PST

    So I did my first mall, and went for spaghetti.

    Posted: 12 Dec 2019 01:12 PM PST

    Can someone explain to me what these constant combiners are for in this blueprint?

    Posted: 12 Dec 2019 08:31 PM PST

    https://i.imgur.com/rJ5YewH.jpg

    To preface I have no idea about the circuit network or how to use it, or even why its useful! But I notice this was wired up when I placed the blueprints. Can someone explain?

    submitted by /u/HappyHappyRicebowl
    [link] [comments]

    No matter how little you do or how much you have to redo, you still made progress on the factory.

    Posted: 12 Dec 2019 09:28 AM PST

    I figured there'd be a few people who have a similar issue to myself feeling like nothing was done or completed because of how much time or effort was put into something that ended up being removed and rebuilt, or didn't work out properly, or a large project that hasn't been finished just yet. Your work, no matter how small or insignificant it may seem to the bigger picture, is getting you closer to that goal of having the factory larger and more efficient. Don't give up on your factory, it may be a labor of love that takes thousands of hours, but it's your labor of love that one day will be something amazing you can be proud to show off.

    submitted by /u/Azthais
    [link] [comments]

    Attempted 1800 (Red) SPM. Opinions, Suggestions and Tips are welcome :)

    Posted: 12 Dec 2019 05:37 PM PST

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